|Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More...|
|Settings for Photon application(s) and the server to connect to. More...|
|A channel of communication in Photon Chat, updated by ChatClient and provided as READ ONLY. More...|
|Central class of the Photon Chat API to connect, handle channels and messages. More...|
|Wraps up internally used constants in Photon Chat events. You don't have to use them directly usually. More...|
|Wraps up codes for operations used internally in Photon Chat. You don't have to use them directly usually. More...|
|Wraps up codes for parameters (in operations and events) used internally in Photon Chat. You don't have to use them directly usually. More...|
|Provides basic operations of the Photon Chat server. This internal class is used by public ChatClient. More...|
|Contains commonly used status values for SetOnlineStatus. You can define your own. More...|
|ErrorCode defines the default codes associated with Photon client/server communication. More...|
|Callback interface for Chat client side. Contains callback methods to notify your app about updates. Must be provided to new ChatClient in constructor More...|
|Class for constants. Codes for parameters of Operations and Events. More...|
|Enumeration of causes for Disconnects (used in ChatClient.DisconnectedCause). More...|
|enum||CustomAuthenticationType : byte|
|Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. More...|
|Possible states for a Chat Client. More...|
Enumeration of causes for Disconnects (used in ChatClient.DisconnectedCause).
Read the individual descriptions to find out what to do about this type of disconnect.
No error was tracked.
OnStatusChanged: The server is not available or the address is wrong. Make sure the port is provided and the server is up.
OnStatusChanged: The server disconnected this client from within the room's logic (the C# code).
OnStatusChanged: The server disconnected this client for unknown reasons.
OnStatusChanged: The server disconnected this client due to timing out (missing acknowledgement from the client).
OnStatusChanged: This client detected that the server's responses are not received in due time.
OnStatusChanged: Some internal exception caused the socket code to fail. Contact Exit Games.
OnOperationResponse: Authenticate in the Photon Cloud with invalid AppId. Update your subscription or contact Exit Games.
OnOperationResponse: Authenticate (temporarily) failed when using a Photon Cloud subscription without CCU Burst. Update your subscription.
OnOperationResponse: Authenticate when the app's Photon Cloud subscription is locked to some (other) region(s). Update your subscription or change region.
OnOperationResponse: Operation that's (currently) not available for this client (not authorized usually). Only tracked for op Authenticate.
OnOperationResponse: Authenticate in the Photon Cloud with invalid client values or custom authentication setup in Cloud Dashboard.
The authentication ticket should provide access to any Photon Cloud server without doing another authentication-service call. However, the ticket expired.
OnStatusChanged: The client disconnected from within the logic (the C# code).
Possible states for a Chat Client.
Peer is created but not used yet.
Connecting to name server.
Connected to name server.
Authenticating on current server.
Finished authentication on current server.
Disconnecting from name server. This is usually a transition from name server to frontend server.
Connecting to frontend server.
Connected to frontend server.
Disconnecting from frontend server.
Currently not used.
The client disconnects (from any server).
The client is no longer connected (to any server).
Client was unable to connect to Name Server and will attempt to connect with an alternative network protocol (TCP).
Use a custom authentication service. Currently the only implemented option.
Authenticates users by their Steam Account. Set auth values accordingly!
Authenticates users by their Facebook Account. Set auth values accordingly!
Authenticates users by their Oculus Account and token.
Authenticates users by their PSN Account and token.
Authenticates users by their Xbox Account and XSTS token.
Authenticates users by their HTC Viveport Account and user token. Set AuthGetParameters to "userToken=[userToken]"
Authenticates users by their NSA ID.
Authenticates users by their PSN Account and token (on PS5).
Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate).